Difference between revisions of "Plasma Sniper Rifle (EU2012)"

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==See Also==
 
==See Also==
{{Equipment (EU2012)}}
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{{Equipment (EU2012)}
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{{Research (EU2012)}}}
 
[[Category: Research (EU2012)]]
 
[[Category: Research (EU2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Equipment (EU2012)]]
 
[[Category: Equipment (EU2012)]]
 
[[Category: Weapons (EU2012)]]
 
[[Category: Weapons (EU2012)]]

Revision as of 19:34, 24 October 2013

Plasma Sniper Rifle
Plasma Sniper Rifle

Perhaps it was inevitable that we eventually be called upon to develop a weapon of this kind, just as we did with the advent of laser based weapons. By concentrating our efforts on a single, focused discharge of plasma, and ignoring some of the previous design constraints regarding size, weight, and rate of fire, we've developed an extremely lethal long range weapon. Our snipers will undoubtedly be pleased with this weapon's ability to devastate hostile targets from previously unheard of distances. In any case, this weapon is now ready for fabrication in engineering.

Source: XCOM: Enemy Unknown (2012) Research Archives
Description
Plasma Sniper Rifle

By modifying our current power system to hold a greater charge, we've developed a Plasma Sniper Rifle capable of delivering an extremely powerful shot that will greatly increase the odds of inflicting critical damage to hostile targets.

  • The deadliest sniper rifle XCOM can engineer
  • Unlike other weapons, Sniper Rifles are less accurate as the shooter's range to target decreases
  • Snipers cannot move and fire in the same turn, unless trained appropriately
  • Consider equipping snipers with the best pistols XCOM has, so they can fire even when forced to move
Source: XCOM: Enemy Unknown (2012)

Notes

Research Required Plasma Sniper
Base Costs §250
Alloys:25
Elerium:30
Engineers:25
Base Damage 9
Critical Damage 13
Critical Chance 35%
Range Medium/Long
Abilities None


  • Naturally, the Plasma Sniper Rifle can only be equipped by the Sniper class.
  • This weapon is a game changer when it is first deployed due to its power, although its effectiveness will be reduced as the aliens field more heavier units.
  • If the sniper is equipped with a S.C.O.P.E., and the S.C.O.P.E Upgrade has been acquired, the Critical Chance for that Sniper raises to 45%. Flanking/Exposed shots add another 50%.
  • If the Second Wave option, "Absolutely Critical" is chosen, even Hardened aliens can succumb to regular crits!


See Also

{{Equipment (EU2012)}

EU2012 Badge XCOM: Enemy Unknown (2012): Research
Initial:Xeno-BiologyAlien MaterialsWeapon FragmentsMeld Recombination (EW DLC)
Advanced:
Lasers:Beam WeaponsPrecision LasersHeavy Lasers
Plasma:Plasma PistolLight Plasma RiflePlasma RiflePlasma SniperHeavy PlasmaAlloy CannonGuided Fusion LauncherPlasma CannonEMP CannonFusion Lance
Armor:Carapace ArmorSkeleton SuitTitan ArmorArchangel ArmorGhost ArmorPsi Armor
Technology:Arc ThrowerExperimental WarfareEleriumUFO Power SourceAlien Nav ComputerNew Fighter Craft
Interrogations:Interrogate SectoidInterrogate FloaterInterrogate Thin ManInterrogate MutonInterrogate Sectoid CommanderInterrogate Heavy FloaterInterrogate BerserkerInterrogate Muton EliteInterrogate Ethereal
Autopsies:Sectoid AutopsyFloater AutopsyThin Man AutopsyMuton AutopsyChryssalid AutopsyDrone AutopsyCyberdisc AutopsySectoid Commander AutopsyHeavy Floater AutopsyBerserker AutopsyMuton Elite AutopsySectopod AutopsyEthereal AutopsySeeker Autopsy (EW DLC)Mechtoid Autopsy (EW DLC)
Other:Research CreditsResearch Codenames

}